@bitefoundry/retrieviewer 0.0.0-stage → 0.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (297) hide show
  1. package/ASSET-PROVENANCE.md +43 -0
  2. package/ASSETS-LICENSE.md +58 -0
  3. package/ATTRIBUTION.md +54 -0
  4. package/EMBEDDING.md +96 -0
  5. package/INSTALLING.md +126 -0
  6. package/LICENSE +16 -0
  7. package/LICENSE-CODE +21 -0
  8. package/PLUGIN.md +110 -0
  9. package/PUPPY-MEMORY.md +57 -0
  10. package/PUPPY-Q5-COMPARISON.md +73 -0
  11. package/README.md +86 -2
  12. package/RELEASING.md +70 -0
  13. package/THIRD-PARTY-NOTICES.md +17 -0
  14. package/TRADEMARKS.md +21 -0
  15. package/WINDOWS-COMPANION.md +113 -0
  16. package/braille.mjs +45 -0
  17. package/examples/bridge.py +62 -0
  18. package/examples/embed.mjs +15 -0
  19. package/examples/live.mjs +40 -0
  20. package/examples/plugin.mjs +21 -0
  21. package/integrations/opencode/runtime.mjs +195 -0
  22. package/integrations/opencode/tui.tsx +59 -0
  23. package/integrations/windows-overlay/Overlay.cs +259 -0
  24. package/integrations/windows-overlay/desktop.mjs +87 -0
  25. package/integrations/windows-overlay/protocol.mjs +39 -0
  26. package/integrations/windows-overlay/worker.mjs +60 -0
  27. package/locomotion-core.mjs +21 -0
  28. package/locomotion-puppy.animal +0 -0
  29. package/package.json +131 -4
  30. package/pet-q5-manifest.json +118 -0
  31. package/puppy-clean.mjs +51 -0
  32. package/puppy-companion-interactions-v3-q5.bin.gz +0 -0
  33. package/puppy-companion-interactions-v3.json +1 -0
  34. package/puppy-companion-life.mjs +182 -0
  35. package/puppy-companion-objects.mjs +30 -0
  36. package/puppy-companion-sprites.mjs +14 -0
  37. package/puppy-continuous.mjs +57 -0
  38. package/puppy-face.mjs +46 -0
  39. package/puppy-frame-predictive.mjs +147 -0
  40. package/puppy-frame-store.mjs +108 -0
  41. package/puppy-mouth-anchor.json +1 -0
  42. package/puppy-mouth-anchor.mjs +33 -0
  43. package/puppy-paper-actions-v9-q5.bin.gz +0 -0
  44. package/puppy-paper-actions-v9.json +1 -0
  45. package/puppy-paper-actions.mjs +48 -0
  46. package/puppy-paper-approach-q5.bin.gz +0 -0
  47. package/puppy-paper-approach.json +1 -0
  48. package/puppy-paper-area.mjs +15 -0
  49. package/puppy-paper-arrival-seat-q5.bin.gz +0 -0
  50. package/puppy-paper-arrival-seat.json +1 -0
  51. package/puppy-paper-behaviors-q5.bin.gz +0 -0
  52. package/puppy-paper-behaviors.json +1 -0
  53. package/puppy-paper-behaviors.mjs +8 -0
  54. package/puppy-paper-contact.mjs +103 -0
  55. package/puppy-paper-director.mjs +21 -0
  56. package/puppy-paper-paw-transport.mjs +76 -0
  57. package/puppy-paper-rear-gallop-q5.bin.gz +0 -0
  58. package/puppy-paper-rear-gallop.json +1 -0
  59. package/puppy-paper-seat-q5.bin.gz +0 -0
  60. package/puppy-paper-seat.json +14 -0
  61. package/puppy-paper-seat.mjs +13 -0
  62. package/puppy-paper-trick-timing.mjs +58 -0
  63. package/puppy-paper-world.mjs +108 -0
  64. package/puppy-paper.mjs +271 -0
  65. package/puppy-stable-meta.json +1606 -0
  66. package/puppy-stable.mjs +72 -0
  67. package/puppy-stride-meta.json +343 -0
  68. package/puppy-stride-tweens-q5.bin.gz +0 -0
  69. package/puppy-zoomies.mjs +27 -0
  70. package/puppy-zoomies30.mjs +12 -0
  71. package/retrieviewer-cli.mjs +94 -0
  72. package/retrieviewer-config.mjs +49 -0
  73. package/retrieviewer-install.mjs +157 -0
  74. package/retrieviewer-plugin.d.mts +44 -0
  75. package/retrieviewer-plugin.mjs +97 -0
  76. package/retrieviewer-stdio.mjs +38 -0
  77. package/retrieviewer.d.mts +85 -0
  78. package/retrieviewer.mjs +142 -0
  79. package/vendor/procedural-animals/LICENSE +21 -0
  80. package/vendor/procedural-animals/package.json +40 -0
  81. package/vendor/procedural-animals/src/animal.js +146 -0
  82. package/vendor/procedural-animals/src/bake.js +51 -0
  83. package/vendor/procedural-animals/src/build.js +81 -0
  84. package/vendor/procedural-animals/src/core/build/coatKit.js +121 -0
  85. package/vendor/procedural-animals/src/core/build/featherCards.js +189 -0
  86. package/vendor/procedural-animals/src/core/build/finEdges.js +85 -0
  87. package/vendor/procedural-animals/src/core/build/furSlope.js +115 -0
  88. package/vendor/procedural-animals/src/core/build/mesh.js +67 -0
  89. package/vendor/procedural-animals/src/core/build/pipeline.js +272 -0
  90. package/vendor/procedural-animals/src/core/build/seams.js +183 -0
  91. package/vendor/procedural-animals/src/core/build/warp.js +112 -0
  92. package/vendor/procedural-animals/src/core/build/weights.js +393 -0
  93. package/vendor/procedural-animals/src/core/math/vec.js +81 -0
  94. package/vendor/procedural-animals/src/core/motion/actions.js +800 -0
  95. package/vendor/procedural-animals/src/core/motion/bird.js +3063 -0
  96. package/vendor/procedural-animals/src/core/motion/birdActions.js +1059 -0
  97. package/vendor/procedural-animals/src/core/motion/common.js +158 -0
  98. package/vendor/procedural-animals/src/core/motion/index.js +22 -0
  99. package/vendor/procedural-animals/src/core/motion/quadruped.js +2875 -0
  100. package/vendor/procedural-animals/src/core/motion/snake.js +1594 -0
  101. package/vendor/procedural-animals/src/core/motion/spider.js +1810 -0
  102. package/vendor/procedural-animals/src/core/motion/swimmer.js +1047 -0
  103. package/vendor/procedural-animals/src/core/motion/swimmerActions.js +613 -0
  104. package/vendor/procedural-animals/src/core/render/animalObject.js +262 -0
  105. package/vendor/procedural-animals/src/core/render/coatMaterial.js +1301 -0
  106. package/vendor/procedural-animals/src/core/render/dqs.js +159 -0
  107. package/vendor/procedural-animals/src/core/render/eyes.js +676 -0
  108. package/vendor/procedural-animals/src/core/render/membranes.js +77 -0
  109. package/vendor/procedural-animals/src/core/render/skeleton.js +41 -0
  110. package/vendor/procedural-animals/src/core/rig/bird.js +327 -0
  111. package/vendor/procedural-animals/src/core/rig/quadruped.js +76 -0
  112. package/vendor/procedural-animals/src/core/rig/rig.js +79 -0
  113. package/vendor/procedural-animals/src/core/rig/snake.js +76 -0
  114. package/vendor/procedural-animals/src/core/rig/spider.js +110 -0
  115. package/vendor/procedural-animals/src/core/rig/swimmer.js +181 -0
  116. package/vendor/procedural-animals/src/core/sdf/eyeSocket.js +53 -0
  117. package/vendor/procedural-animals/src/core/sdf/mesher.js +238 -0
  118. package/vendor/procedural-animals/src/core/sdf/sdf.js +263 -0
  119. package/vendor/procedural-animals/src/index.d.ts +98 -0
  120. package/vendor/procedural-animals/src/index.js +29 -0
  121. package/vendor/procedural-animals/src/registry.js +48 -0
  122. package/vendor/procedural-animals/src/species/bear/behaviour.js +463 -0
  123. package/vendor/procedural-animals/src/species/bear/claws.js +147 -0
  124. package/vendor/procedural-animals/src/species/bear/coat.js +726 -0
  125. package/vendor/procedural-animals/src/species/bear/index.js +139 -0
  126. package/vendor/procedural-animals/src/species/bear/motion.js +112 -0
  127. package/vendor/procedural-animals/src/species/bear/regions.js +78 -0
  128. package/vendor/procedural-animals/src/species/bear/rig.js +112 -0
  129. package/vendor/procedural-animals/src/species/bear/sculpt.js +272 -0
  130. package/vendor/procedural-animals/src/species/boar/behaviour.js +335 -0
  131. package/vendor/procedural-animals/src/species/boar/coat.js +372 -0
  132. package/vendor/procedural-animals/src/species/boar/index.js +110 -0
  133. package/vendor/procedural-animals/src/species/boar/motion.js +85 -0
  134. package/vendor/procedural-animals/src/species/boar/regions.js +88 -0
  135. package/vendor/procedural-animals/src/species/boar/rig.js +111 -0
  136. package/vendor/procedural-animals/src/species/boar/sculpt.js +285 -0
  137. package/vendor/procedural-animals/src/species/cat/behaviour.js +559 -0
  138. package/vendor/procedural-animals/src/species/cat/coat.js +841 -0
  139. package/vendor/procedural-animals/src/species/cat/index.js +211 -0
  140. package/vendor/procedural-animals/src/species/cat/motion.js +101 -0
  141. package/vendor/procedural-animals/src/species/cat/regions.js +82 -0
  142. package/vendor/procedural-animals/src/species/cat/rig.js +100 -0
  143. package/vendor/procedural-animals/src/species/cat/sculpt.js +266 -0
  144. package/vendor/procedural-animals/src/species/cat/whiskers.js +110 -0
  145. package/vendor/procedural-animals/src/species/cheetah/coat.js +427 -0
  146. package/vendor/procedural-animals/src/species/cheetah/index.js +51 -0
  147. package/vendor/procedural-animals/src/species/cheetah/joints.js +3 -0
  148. package/vendor/procedural-animals/src/species/cheetah/motion.js +77 -0
  149. package/vendor/procedural-animals/src/species/cheetah/regions.js +95 -0
  150. package/vendor/procedural-animals/src/species/cheetah/rig.js +66 -0
  151. package/vendor/procedural-animals/src/species/cheetah/sculpt.js +158 -0
  152. package/vendor/procedural-animals/src/species/chicken/coat.js +313 -0
  153. package/vendor/procedural-animals/src/species/chicken/coverts.js +320 -0
  154. package/vendor/procedural-animals/src/species/chicken/index.js +110 -0
  155. package/vendor/procedural-animals/src/species/chicken/motion.js +177 -0
  156. package/vendor/procedural-animals/src/species/chicken/regions.js +66 -0
  157. package/vendor/procedural-animals/src/species/chicken/rig.js +144 -0
  158. package/vendor/procedural-animals/src/species/chicken/sculpt.js +389 -0
  159. package/vendor/procedural-animals/src/species/chicken/wingLook.js +66 -0
  160. package/vendor/procedural-animals/src/species/chicken/wingStack.js +124 -0
  161. package/vendor/procedural-animals/src/species/cow/behaviour.js +521 -0
  162. package/vendor/procedural-animals/src/species/cow/coat.js +465 -0
  163. package/vendor/procedural-animals/src/species/cow/index.js +118 -0
  164. package/vendor/procedural-animals/src/species/cow/motion.js +81 -0
  165. package/vendor/procedural-animals/src/species/cow/regions.js +98 -0
  166. package/vendor/procedural-animals/src/species/cow/rig.js +116 -0
  167. package/vendor/procedural-animals/src/species/cow/sculpt.js +339 -0
  168. package/vendor/procedural-animals/src/species/crow/coat.js +145 -0
  169. package/vendor/procedural-animals/src/species/crow/index.js +70 -0
  170. package/vendor/procedural-animals/src/species/crow/joints.js +3 -0
  171. package/vendor/procedural-animals/src/species/crow/motion.js +101 -0
  172. package/vendor/procedural-animals/src/species/crow/regions.js +50 -0
  173. package/vendor/procedural-animals/src/species/crow/rig.js +83 -0
  174. package/vendor/procedural-animals/src/species/crow/sculpt.js +118 -0
  175. package/vendor/procedural-animals/src/species/deer/behaviour.js +513 -0
  176. package/vendor/procedural-animals/src/species/deer/coat.js +391 -0
  177. package/vendor/procedural-animals/src/species/deer/index.js +106 -0
  178. package/vendor/procedural-animals/src/species/deer/motion.js +97 -0
  179. package/vendor/procedural-animals/src/species/deer/regions.js +60 -0
  180. package/vendor/procedural-animals/src/species/deer/rig.js +124 -0
  181. package/vendor/procedural-animals/src/species/deer/sculpt.js +297 -0
  182. package/vendor/procedural-animals/src/species/dog/behaviour.js +521 -0
  183. package/vendor/procedural-animals/src/species/dog/coat.js +495 -0
  184. package/vendor/procedural-animals/src/species/dog/index.js +144 -0
  185. package/vendor/procedural-animals/src/species/dog/motion.js +118 -0
  186. package/vendor/procedural-animals/src/species/dog/regions.js +61 -0
  187. package/vendor/procedural-animals/src/species/dog/rig.js +129 -0
  188. package/vendor/procedural-animals/src/species/dog/sculpt.js +246 -0
  189. package/vendor/procedural-animals/src/species/eagle/coat.js +250 -0
  190. package/vendor/procedural-animals/src/species/eagle/index.js +76 -0
  191. package/vendor/procedural-animals/src/species/eagle/joints.js +3 -0
  192. package/vendor/procedural-animals/src/species/eagle/motion.js +137 -0
  193. package/vendor/procedural-animals/src/species/eagle/regions.js +57 -0
  194. package/vendor/procedural-animals/src/species/eagle/rig.js +107 -0
  195. package/vendor/procedural-animals/src/species/eagle/sculpt.js +137 -0
  196. package/vendor/procedural-animals/src/species/fish/coat.js +271 -0
  197. package/vendor/procedural-animals/src/species/fish/index.js +88 -0
  198. package/vendor/procedural-animals/src/species/fish/motion.js +92 -0
  199. package/vendor/procedural-animals/src/species/fish/regions.js +27 -0
  200. package/vendor/procedural-animals/src/species/fish/rig.js +143 -0
  201. package/vendor/procedural-animals/src/species/fish/sculpt.js +214 -0
  202. package/vendor/procedural-animals/src/species/fish/variants.js +126 -0
  203. package/vendor/procedural-animals/src/species/fox/behaviour.js +314 -0
  204. package/vendor/procedural-animals/src/species/fox/coat.js +444 -0
  205. package/vendor/procedural-animals/src/species/fox/index.js +120 -0
  206. package/vendor/procedural-animals/src/species/fox/motion.js +81 -0
  207. package/vendor/procedural-animals/src/species/fox/regions.js +59 -0
  208. package/vendor/procedural-animals/src/species/fox/rig.js +91 -0
  209. package/vendor/procedural-animals/src/species/fox/sculpt.js +202 -0
  210. package/vendor/procedural-animals/src/species/frog/behaviour.js +590 -0
  211. package/vendor/procedural-animals/src/species/frog/coat.js +305 -0
  212. package/vendor/procedural-animals/src/species/frog/index.js +97 -0
  213. package/vendor/procedural-animals/src/species/frog/motion.js +69 -0
  214. package/vendor/procedural-animals/src/species/frog/regions.js +46 -0
  215. package/vendor/procedural-animals/src/species/frog/rig.js +156 -0
  216. package/vendor/procedural-animals/src/species/frog/sculpt.js +240 -0
  217. package/vendor/procedural-animals/src/species/goat/behaviour.js +509 -0
  218. package/vendor/procedural-animals/src/species/goat/coat.js +590 -0
  219. package/vendor/procedural-animals/src/species/goat/index.js +149 -0
  220. package/vendor/procedural-animals/src/species/goat/motion.js +95 -0
  221. package/vendor/procedural-animals/src/species/goat/regions.js +98 -0
  222. package/vendor/procedural-animals/src/species/goat/rig.js +181 -0
  223. package/vendor/procedural-animals/src/species/goat/sculpt.js +547 -0
  224. package/vendor/procedural-animals/src/species/horse/coat.js +361 -0
  225. package/vendor/procedural-animals/src/species/horse/coatSeam.js +122 -0
  226. package/vendor/procedural-animals/src/species/horse/index.js +80 -0
  227. package/vendor/procedural-animals/src/species/horse/motion.js +245 -0
  228. package/vendor/procedural-animals/src/species/horse/regions.js +60 -0
  229. package/vendor/procedural-animals/src/species/horse/rig.js +117 -0
  230. package/vendor/procedural-animals/src/species/horse/sculpt.js +316 -0
  231. package/vendor/procedural-animals/src/species/horse/seamWeights.js +272 -0
  232. package/vendor/procedural-animals/src/species/lion/behaviour.js +509 -0
  233. package/vendor/procedural-animals/src/species/lion/coat.js +1016 -0
  234. package/vendor/procedural-animals/src/species/lion/index.js +111 -0
  235. package/vendor/procedural-animals/src/species/lion/motion.js +87 -0
  236. package/vendor/procedural-animals/src/species/lion/regions.js +106 -0
  237. package/vendor/procedural-animals/src/species/lion/rig.js +110 -0
  238. package/vendor/procedural-animals/src/species/lion/sculpt.js +384 -0
  239. package/vendor/procedural-animals/src/species/lion/whiskers.js +132 -0
  240. package/vendor/procedural-animals/src/species/pig/behaviour.js +575 -0
  241. package/vendor/procedural-animals/src/species/pig/coat.js +730 -0
  242. package/vendor/procedural-animals/src/species/pig/ears.js +242 -0
  243. package/vendor/procedural-animals/src/species/pig/index.js +161 -0
  244. package/vendor/procedural-animals/src/species/pig/motion.js +105 -0
  245. package/vendor/procedural-animals/src/species/pig/regions.js +100 -0
  246. package/vendor/procedural-animals/src/species/pig/rig.js +152 -0
  247. package/vendor/procedural-animals/src/species/pig/sculpt.js +382 -0
  248. package/vendor/procedural-animals/src/species/rabbit/behaviour.js +605 -0
  249. package/vendor/procedural-animals/src/species/rabbit/coat.js +285 -0
  250. package/vendor/procedural-animals/src/species/rabbit/index.js +85 -0
  251. package/vendor/procedural-animals/src/species/rabbit/motion.js +85 -0
  252. package/vendor/procedural-animals/src/species/rabbit/regions.js +48 -0
  253. package/vendor/procedural-animals/src/species/rabbit/rig.js +99 -0
  254. package/vendor/procedural-animals/src/species/rabbit/sculpt.js +148 -0
  255. package/vendor/procedural-animals/src/species/rat/behaviour.js +539 -0
  256. package/vendor/procedural-animals/src/species/rat/coat.js +341 -0
  257. package/vendor/procedural-animals/src/species/rat/index.js +111 -0
  258. package/vendor/procedural-animals/src/species/rat/motion.js +90 -0
  259. package/vendor/procedural-animals/src/species/rat/regions.js +92 -0
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  263. package/vendor/procedural-animals/src/species/shark/coat.js +383 -0
  264. package/vendor/procedural-animals/src/species/shark/index.js +104 -0
  265. package/vendor/procedural-animals/src/species/shark/motion.js +69 -0
  266. package/vendor/procedural-animals/src/species/shark/regions.js +34 -0
  267. package/vendor/procedural-animals/src/species/shark/rig.js +194 -0
  268. package/vendor/procedural-animals/src/species/shark/sculpt.js +343 -0
  269. package/vendor/procedural-animals/src/species/shark/variants.js +105 -0
  270. package/vendor/procedural-animals/src/species/sheep/behaviour.js +522 -0
  271. package/vendor/procedural-animals/src/species/sheep/coat.js +529 -0
  272. package/vendor/procedural-animals/src/species/sheep/index.js +152 -0
  273. package/vendor/procedural-animals/src/species/sheep/motion.js +86 -0
  274. package/vendor/procedural-animals/src/species/sheep/neck.js +41 -0
  275. package/vendor/procedural-animals/src/species/sheep/regions.js +62 -0
  276. package/vendor/procedural-animals/src/species/sheep/rig.js +163 -0
  277. package/vendor/procedural-animals/src/species/sheep/sculpt.js +542 -0
  278. package/vendor/procedural-animals/src/species/snake/coat.js +315 -0
  279. package/vendor/procedural-animals/src/species/snake/index.js +73 -0
  280. package/vendor/procedural-animals/src/species/snake/motion.js +51 -0
  281. package/vendor/procedural-animals/src/species/snake/regions.js +51 -0
  282. package/vendor/procedural-animals/src/species/snake/rig.js +108 -0
  283. package/vendor/procedural-animals/src/species/snake/sculpt.js +122 -0
  284. package/vendor/procedural-animals/src/species/spider/coat.js +279 -0
  285. package/vendor/procedural-animals/src/species/spider/index.js +78 -0
  286. package/vendor/procedural-animals/src/species/spider/motion.js +72 -0
  287. package/vendor/procedural-animals/src/species/spider/regions.js +87 -0
  288. package/vendor/procedural-animals/src/species/spider/rig.js +118 -0
  289. package/vendor/procedural-animals/src/species/spider/sculpt.js +182 -0
  290. package/vendor/procedural-animals/src/species/wolf/behaviour.js +160 -0
  291. package/vendor/procedural-animals/src/species/wolf/coat.js +749 -0
  292. package/vendor/procedural-animals/src/species/wolf/index.js +107 -0
  293. package/vendor/procedural-animals/src/species/wolf/motion.js +80 -0
  294. package/vendor/procedural-animals/src/species/wolf/regions.js +57 -0
  295. package/vendor/procedural-animals/src/species/wolf/rig.js +87 -0
  296. package/vendor/procedural-animals/src/species/wolf/sculpt.js +339 -0
  297. package/vendor/procedural-animals/src/worker.js +29 -0
@@ -0,0 +1,590 @@
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+ // Frog behaviour layer for the quadruped engine (species.motion.hooks, see core/motion/actions.js):
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+ //
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+ // pose(engine, dt) after the engine's solve: the eyes retract into the head (blinks,
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+ // swallowing, leaps), the throat pumps (buccal breathing) and balloons into
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+ // the vocal sac (croak), the tongue flips out of the mouth (feeding strike)
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+ // update(P, dt, layer) every frame over the action layer: automatic blinks, throat pumping rate,
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+ // the head held still on the trunk (no neck), croaking bouts as an idle
8
+ // variant (males), long motionless sits
9
+ // actions hop (a single short hop), jump (the long jump: take-off extension, legs
10
+ // trailing fully extended in flight, forelimbs land first, then the body,
11
+ // then the hind legs fold forward into the sit), croak, blink, attack and eat
12
+ // (the tongue strike), sit (alert upright sit), lie (flattened crouch), sleep,
13
+ // drink (sits with its belly pressed down: frogs soak water through the skin),
14
+ // hit (flinch, eyes pulled in, then often hops away), death (limp, belly
15
+ // down, legs sprawled)
16
+ //
17
+ // All distances are frog metres at the reference size (bullfrog SVL 140 mm), multiplied by cfg.s;
18
+ // posture offsets that the engine multiplies by cfg.k (fwd, side, headRaise, neckReach) are divided by
19
+ // cfg.unit.
20
+ import * as THREE from 'three';
21
+ import { clamp, lerp, smooth, smin, TAU, tv, tqa } from '../../core/motion/common.js';
22
+ import { mx, mxLeg, ONESHOTS } from '../../core/motion/actions.js';
23
+
24
+ const PI = Math.PI;
25
+ const _q = new THREE.Quaternion(), _q2 = new THREE.Quaternion(), _s = new THREE.Vector3(1, 1, 1), _p = new THREE.Vector3();
26
+ const _X = new THREE.Vector3(1, 0, 0), _Y = new THREE.Vector3(0, 1, 0), _Z = new THREE.Vector3(0, 0, 1);
27
+ const bell = (t, a, b, c, d) => smooth(a, b, t) * (1 - smooth(c, d, t));
28
+
29
+ // eye retraction depth (m at size 1) and the tongue's extension (x its rest length)
30
+ const EYE_DROP = 0.0048;
31
+ const TONGUE_EXT = 1.9;
32
+
33
+ // per-engine behaviour state; `f` holds this frame's requests from the actions (reset after pose)
34
+ function B(e) {
35
+ if (!e._fb) {
36
+ e._fb = {
37
+ blinkWait: 2 + e.rand() * 4, blinkAge: -1, blink: 0,
38
+ pumpPh: 0, pumpRate: 1.6, pumpAmp: 1, sac: 0, retract: 0, tongueX: 0,
39
+ croakT: 12 + e.rand() * 20, idleT: 10 + e.rand() * 10,
40
+ f: { retract: 0, lid: 0, sac: 0, pump: 1, tongue: 0, flip: 0, aim: new THREE.Vector3(), aimW: 0 },
41
+ eyeLen: null,
42
+ };
43
+ }
44
+ return e._fb;
45
+ }
46
+ const busy = (L) => L.postures.length > 0 || L.oneshots.some((a) => !a.stopping);
47
+
48
+ // ------------------------------------------------------------------------------------------------
49
+ // pose: eyes, throat, tongue (runs after the engine wrote the head, jaw and the extra bones)
50
+ function pose(e, dt) {
51
+ const b = B(e), f = b.f, cfg = e.cfg, s = cfg.s;
52
+ const crowd = e.lod >= 2;
53
+ // eye retraction: the globes and lids sink into the head (blink, swallow, flight), lower lid rises
54
+ const want = clamp(Math.max(f.retract, b.blink), 0, 1);
55
+ b.retract += (want - b.retract) * (1 - Math.exp(-dt * 30));
56
+ if (b.retract > 1e-4) {
57
+ for (const S of ['L', 'R']) {
58
+ const eb = e.bone['eye' + S];
59
+ if (!eb) continue;
60
+ _q.setFromRotationMatrix(eb.matrixWorld);
61
+ _p.setFromMatrixPosition(eb.matrixWorld);
62
+ // down along the eye bone (the head's up) and a little back
63
+ _p.addScaledVector(tv(0, 1, 0).applyQuaternion(_q), -EYE_DROP * s * b.retract).addScaledVector(tv(0, 0, 1).applyQuaternion(_q), -0.0012 * s * b.retract);
64
+ eb.matrixWorld.compose(_p, _q, _s);
65
+ }
66
+ }
67
+ // throat: buccal pumping (the floor of the mouth rises and falls ~1.5 Hz) and the vocal sac
68
+ const th = e.bone.throat;
69
+ if (th) {
70
+ b.pumpPh += dt * TAU * b.pumpRate;
71
+ const pump = crowd ? 0 : (0.5 + 0.5 * Math.sin(b.pumpPh)) * b.pumpAmp * f.pump;
72
+ b.sac += (f.sac - b.sac) * (1 - Math.exp(-dt * (f.sac > b.sac ? 9 : 6)));
73
+ const sc = b.sac;
74
+ if (pump > 1e-4 || sc > 1e-4) {
75
+ _q.setFromRotationMatrix(th.matrixWorld);
76
+ _p.setFromMatrixPosition(th.matrixWorld);
77
+ // (bone Y points down and forward out of the head: the floor of the mouth drops along it)
78
+ _s.set(1 + 0.05 * pump + 0.35 * sc, 1 + 0.14 * pump + 0.8 * sc, 1 + 0.05 * pump + 0.3 * sc);
79
+ th.matrixWorld.compose(_p, _q, _s);
80
+ _s.set(1, 1, 1);
81
+ }
82
+ }
83
+ // tongue: flips forward out of the mouth about its front attachment and stretches
84
+ const tg = e.bone.tongue;
85
+ if (tg && (f.flip > 1e-4 || f.tongue > 1e-4)) {
86
+ _q.setFromRotationMatrix(tg.matrixWorld);
87
+ _p.setFromMatrixPosition(tg.matrixWorld);
88
+ const lat = tv(1, 0, 0).applyQuaternion(_q);
89
+ _q2.copy(tqa(lat, f.flip * PI)).multiply(_q);
90
+ // aim: once flipped out, the tongue turns toward the prey (default: just ahead of the mouth, never
91
+ // into the ground) and stretches to reach it
92
+ const L0 = e.J.tongueBase.distanceTo(e.J.tongueTip);
93
+ const hf = tv(0, 0, 1).applyQuaternion(e.headPose.quaternion);
94
+ hf.y = Math.min(hf.y, 0) - 0.25; hf.normalize();
95
+ const aim = tv().copy(_p).addScaledVector(hf, L0 * 2.2);
96
+ if (f.aimW > 0) {
97
+ // (prey the frog has already passed, or far off to the side, is out of the tongue's reach)
98
+ const to = tv().subVectors(f.aim, _p), dl = to.length();
99
+ const ok = smooth(0.35, 0.7, to.dot(hf) / Math.max(dl, 1e-6)) * f.aimW;
100
+ aim.lerp(f.aim, ok);
101
+ }
102
+ aim.y = Math.max(aim.y, e.terrainH(aim.x, aim.z) + 0.009 * s);
103
+ const want = tv().subVectors(aim, _p);
104
+ const dist = want.length();
105
+ want.multiplyScalar(1 / Math.max(dist, 1e-6));
106
+ const d1 = tv(0, 1, 0).applyQuaternion(_q2);
107
+ const k = smooth(0.5, 0.95, f.flip);
108
+ if (k > 0) {
109
+ // (bounded, about a stable axis: the tongue can only bend so far off the head's midline)
110
+ const ax = tv().crossVectors(d1, want);
111
+ const sn = ax.length(), ang = Math.atan2(sn, d1.dot(want));
112
+ if (sn > 1e-3) ax.multiplyScalar(1 / sn); else ax.copy(lat);
113
+ _q2.premultiply(tqa(ax, Math.min(ang, 1.0) * k));
114
+ }
115
+ const ext = clamp(dist / L0, 1, TONGUE_EXT);
116
+ _s.set(1 - 0.25 * f.tongue, 1 + (ext - 1) * f.tongue, 1 - 0.2 * f.tongue);
117
+ tg.matrixWorld.compose(_p, _q2, _s);
118
+ _s.set(1, 1, 1);
119
+ }
120
+ b.tongueX = f.tongue;
121
+ f.retract = 0; f.lid = 0; f.sac = 0; f.pump = 1; f.tongue = 0; f.flip = 0; f.aimW = 0;
122
+ }
123
+
124
+ // world position of the tongue tip (after pose)
125
+ function tongueTip(e, out) {
126
+ const tg = e.bone.tongue;
127
+ const J = e.J;
128
+ const L = J.tongueBase.distanceTo(J.tongueTip);
129
+ const el = tg.matrixWorld.elements;
130
+ return out.set(el[12] + el[4] * L, el[13] + el[5] * L, el[14] + el[6] * L);
131
+ }
132
+
133
+ // ------------------------------------------------------------------------------------------------
134
+ // update: blinks, breathing, idle life
135
+ function update(P, dt, L) {
136
+ const e = L.engine, b = B(e), cfg = e.cfg;
137
+ const vn = e.speed / cfg.sq;
138
+ P.tailGround = 0; P.tailSide = 0; P.tailLift = 0;
139
+ // Foot placement: stance.sprawl turns the knees and elbows out (the IK poles); the feet themselves
140
+ // stand where the sitting bind pose puts them (the sprawl is sculpted), so the engine's extra sprawl
141
+ // width is taken back out: the resting frog is exactly its bind pose
142
+ for (const leg of e.legs) { const Ld = leg.def; leg.idleOff.x = -Ld.s * cfg.stance.sprawl * Ld.len * 0.35; }
143
+ if (!b.planted) {
144
+ // (a new frog starts with its feet at that placement: the engine planted them before this hook ran)
145
+ b.planted = true;
146
+ for (const leg of e.legs) if (leg.state === 'stance') { e.neutralContact(leg.def, 0, 0, leg.plant, leg); leg.contact.copy(leg.plant); }
147
+ }
148
+ // the resting sit: forelegs a little straighter, chest and head raised, the body sloping to the rump
149
+ mx(P, 'dropF', -0.3, L.idle.w); mx(P, 'headPitch', -0.05, L.idle.w);
150
+ // no neck: the head turns only a few degrees on the trunk and leads turns very little
151
+ P.headYaw -= 0.8 * clamp(e.yawRate * 0.22, -0.4, 0.4);
152
+ // automatic blinks: the eyes are pulled down into the head for ~0.3 s, the lower lid rises
153
+ const asleep = P.eyelid > 0.9;
154
+ if (!asleep && e.lod < 2) {
155
+ b.blinkWait -= dt;
156
+ if (b.blinkAge < 0 && b.blinkWait <= 0) { b.blinkAge = 0; b.blinkWait = 3 + e.rand() * 7; }
157
+ }
158
+ if (b.blinkAge >= 0) {
159
+ b.blinkAge += dt;
160
+ const t = b.blinkAge;
161
+ b.blink = t < 0.09 ? smooth(0, 0.09, t) : t < 0.16 ? 1 : 1 - smooth(0.16, 0.36, t);
162
+ if (t > 0.36) { b.blinkAge = -1; b.blink = 0; }
163
+ } else b.blink = 0;
164
+ P.eyelid = Math.max(P.eyelid, 0.85 * Math.max(b.blink, b.f.retract * 0.8));
165
+ // buccal pumping: ~1.5 Hz at rest, faster after exertion, none in flight
166
+ const air = e.air.active ? 1 : 0;
167
+ b.pumpRate = lerp(1.5, 2.6, smooth(0.2, 1.2, vn)) * (0.9 + 0.2 * Math.sin(e.time * 0.13));
168
+ b.pumpAmp = (1 - air) * (1 - 0.6 * smooth(0.2, 1.0, vn)) * (P.breathRate > 0.1 ? 1 : 0);
169
+ // hopping: the eyes half close / sink with every landing
170
+ if (P.gaitW > 0.5 && vn > 0.25 && e.legs[0].state === 'swing' && e.legs[2].state === 'swing') b.f.retract = Math.max(b.f.retract, 0.35);
171
+ // idle life: long motionless sits; males call in bouts
172
+ if (e.idleVariants !== false && L.idle.w > 0.98 && !busy(L) && !e.input.look && !e.input.follow) {
173
+ b.croakT -= dt;
174
+ if (b.croakT <= 0) {
175
+ b.croakT = 18 + e.rand() * 30;
176
+ if (e.params.sex === 'male' && e.params.age !== 'juvenile') L.play('croak');
177
+ }
178
+ } else if (busy(L)) b.croakT = Math.max(b.croakT, 6);
179
+ // any other action interrupts eating and croaking
180
+ if (L.oneshots.some((a) => !a.stopping && !['eat', 'croak', 'hit', 'blink'].includes(a.name))) for (const a of L.oneshots) if (a.name === 'eat' || a.name === 'croak') a.stopping = true;
181
+ // a startled frog often hops away
182
+ if (b.fleeAfter > 0) {
183
+ b.fleeAfter -= dt;
184
+ if (b.fleeAfter <= 0 && !busy(L)) L.play('hop', { distance: 0.35 });
185
+ }
186
+ }
187
+
188
+ // ------------------------------------------------------------------------------------------------
189
+ // Leaps: a real ballistic flight (engine.takeOff) with scripted foot paths in world space. The hind
190
+ // feet stay planted while the legs extend (knee, hip, then ankle) and push the body off; in flight
191
+ // the hind legs trail fully extended behind the body and the forelimbs reach forward; the body pitches
192
+ // nose down so the hands touch first, then the belly lands and the hind legs are drawn forward and
193
+ // folded back into the sit.
194
+ function leapDef(o) {
195
+ return {
196
+ kind: 'oneshot', airborne: true, fade: 0.08,
197
+ start(inst, L) {
198
+ const e = L.engine, cfg = e.cfg, s = cfg.s;
199
+ // (a frog's leap is a discrete act: from a hop it gathers and leaps like from the sit, keeping its speed)
200
+ inst.run = 0;
201
+ inst.v0 = e.speed;
202
+ inst.tc = lerp(o.crouch, 0.08, inst.run) * cfg.sq;
203
+ const h = (inst.opts.height ?? o.height) * s * lerp(1, 0.7, inst.run);
204
+ inst.vy = Math.sqrt(2 * 9.81 * h);
205
+ inst.T = (2 * inst.vy) / 9.81;
206
+ let dist = (inst.opts.distance ?? o.distance) * s;
207
+ if (inst.opts.target) { const t = inst.opts.target; dist = clamp(Math.hypot(t.x - e.pos.x, t.z - e.pos.z), 0.05 * s, dist * 2); }
208
+ inst.vh = Math.max(e.speed, lerp(dist / inst.T, e.speed, inst.run));
209
+ // push-off: the legs extend over tp (knee, hip, ankle) and launch the body
210
+ inst.tp = Math.min(o.push * cfg.sq, inst.tc * 0.7);
211
+ inst.LD = lerp(o.land, 0.2, inst.run) * cfg.sq; // landing: hands, belly, then the hind legs fold
212
+ inst.L0 = (inst.vy * inst.tp) / 2;
213
+ // (played while hopping: the frog first comes to a stop on all fours, then gathers and leaps)
214
+ inst.phase = e.speed / cfg.sq > 0.08 ? 'settle' : 'crouch';
215
+ inst.ts = 0;
216
+ inst.dur = Infinity;
217
+ inst.A = [0, 1, 2, 3].map(() => new THREE.Vector3());
218
+ inst.Bp = [0, 1, 2, 3].map(() => new THREE.Vector3());
219
+ inst.end = [0, 1, 2, 3].map(() => new THREE.Vector3());
220
+ inst.last = [0, 1, 2, 3].map(() => new THREE.Vector3());
221
+ },
222
+ update(inst, dt, L) {
223
+ inst.dt = dt;
224
+ const e = L.engine;
225
+ if (inst.phase === 'settle') {
226
+ // (all four feet down for a moment: the re-steps after stopping are done)
227
+ inst.still = e.speed < 0.02 * e.cfg.sq && e.legs.every((l) => l.state === 'stance') ? (inst.still || 0) + dt : 0;
228
+ if (inst.still > 0.35 || inst.t > 2) { inst.phase = 'crouch'; inst.ts = inst.t; inst.C = null; }
229
+ return false;
230
+ }
231
+ if (inst.phase === 'crouch' && inst.t - inst.ts >= inst.tc) {
232
+ inst.phase = 'air'; inst.tAir = inst.t;
233
+ { const u = Math.max(0, inst.t - inst.ts - dt - (inst.tc - inst.tp)); inst.L0 = u <= inst.tp ? (inst.vy * u * u) / (2 * inst.tp) : inst.vy * (inst.tp / 2 + u - inst.tp); }
234
+ e.takeOff(inst.vy, inst.vh);
235
+ if (inst.run > 0.5) e.phase = ((-e.gait.f * inst.T) % 1 + 1) % 1;
236
+ const land = tv().copy(e.pos).addScaledVector(e.forward(e.heading, tv()), inst.vh * inst.T);
237
+ inst.P0 = e.pos.clone(); inst.Pl = land.clone(); inst.F = e.forward(e.heading, new THREE.Vector3()); inst.Lf = e.left(e.heading, new THREE.Vector3());
238
+ for (let i = 0; i < 4; i++) {
239
+ const Ld = e.legs[i].def;
240
+ inst.A[i].copy(inst.C ? inst.C[i] : e.legs[i].contact);
241
+ e.neutralContact(Ld, 0, 0, inst.Bp[i], e.legs[i]);
242
+ inst.Bp[i].sub(e.pos).add(land);
243
+ if (inst.run > 0.5) {
244
+ const g = e.gait, half = Math.min(e.speed * g.D / g.f * 0.5, Ld.leadMax);
245
+ if (!Ld.front) inst.Bp[i].addScaledVector(inst.F, half);
246
+ }
247
+ inst.Bp[i].y = e.terrainH(inst.Bp[i].x, inst.Bp[i].z);
248
+ }
249
+ }
250
+ // after landing the frog slides a little on its belly and stops (a continuous braking: a sudden
251
+ // change of speed switched the head carriage in one frame)
252
+ if (inst.phase === 'land') {
253
+ e.speed *= Math.exp(-dt * 16);
254
+ // (the planted feet the landing hands back to are the sitting placement under the sliding body)
255
+ const lgw = 1 - smooth(0.35 * inst.LD, 0.95 * inst.LD, inst.t - inst.tLand);
256
+ if (lgw > 0.02) for (const leg of e.legs) if (leg.state === 'stance') { e.neutralContact(leg.def, 0, 0, leg.plant, leg); leg.contact.copy(leg.plant); }
257
+ }
258
+ if (inst.phase === 'land' && inst.t - inst.tLand > inst.LD) return true;
259
+ if (inst.phase === 'air' && inst.t - inst.tAir > 3) e.touchDown();
260
+ return false;
261
+ },
262
+ onLand(inst, L) {
263
+ inst.phase = 'land'; inst.tLand = inst.t;
264
+ const e = L.engine;
265
+ e.hipY.v *= 0.3; e.shY.v *= 0.4;
266
+ for (let i = 0; i < 4; i++) inst.end[i].copy(inst.last[i]);
267
+ },
268
+ apply(P, w, inst, L) {
269
+ const e = L.engine, cfg = e.cfg, s = cfg.s, b = B(e);
270
+ let t = inst.t;
271
+ if (inst.phase === 'settle') { mx(P, 'speedScale', 0, w); return; }
272
+ if (inst.phase === 'crouch') {
273
+ t -= inst.ts;
274
+ // a brief crouch, then the push: the forequarters rise first, the hind legs extend
275
+ const c = smooth(0, inst.tc, t) * (1 - inst.run * 0.7) * w;
276
+ const u0 = clamp(t - (inst.tc - inst.tp), 0, inst.tp), x = u0 / inst.tp;
277
+ mx(P, 'dropF', lerp(0.15, -0.3, x), c); mx(P, 'dropH', lerp(0.1, -0.2, x), c);
278
+ const r = smooth(lerp(0.2, 0, inst.run) * inst.tc, 0.9 * inst.tc, t) * w;
279
+ const push = (inst.vy * u0 * u0) / (2 * inst.tp);
280
+ // (the feet stay planted flat through the crouch; the scripted foot paths take over as the push
281
+ // starts: the forefeet leave with the body, the hind feet roll up onto their toes)
282
+ const rr = smooth(inst.tc - inst.tp - 0.1 * cfg.sq, inst.tc - 0.3 * inst.tp, t) * w;
283
+ // (the feet push from where they stood when the crouch began, whatever the gait does meanwhile)
284
+ if (!inst.C) inst.C = e.legs.map((l) => l.contact.clone());
285
+ for (let i = 0; i < 4; i++) { P.legs[i].target.copy(inst.C[i]); if (i < 2) P.legs[i].target.y += push * 0.9; mxLeg(P, i, 'reach', 1, rr); }
286
+ mx(P, 'pitch', o.pitch * 0.3 * x * (1 - 0.5 * inst.run), r);
287
+ mx(P, 'flex', -0.12 * x, r);
288
+ mx(P, 'gaitW', 0, r); mx(P, 'legGait', 0, r); mx(P, 'speedScale', 0, w * (1 - smooth(0, 0.2, x)));
289
+ P.lift += push * w;
290
+ if (inst.run < 0.5 && u0 > 0) e.speed = Math.max(e.speed, inst.vh * x);
291
+ b.f.retract = Math.max(b.f.retract, 0.6 * x * w);
292
+ return;
293
+ }
294
+ P.lift += inst.L0 * w * (inst.phase === 'land' ? 1 - smooth(0, 0.6 * inst.LD, t - inst.tLand) : 1);
295
+ const x = (t - inst.tAir + (inst.dt || 1 / 60)) / inst.T;
296
+ let hand = 0;
297
+ if (inst.phase === 'land') hand = smooth(0.0, 0.8 * inst.LD, t - inst.tLand);
298
+ const lg = inst.phase === 'land' ? 1 - smooth(0.35 * inst.LD, 0.95 * inst.LD, t - inst.tLand) : 1;
299
+ mx(P, 'gaitW', 0, w * lg); mx(P, 'legGait', 0, w * lg);
300
+ const lift = flightLift(inst, e) + inst.L0 * (1 - smooth(0.55, 0.95, x));
301
+ for (let i = 0; i < 4; i++) {
302
+ const pl = P.legs[i];
303
+ const p = inst.phase === 'land' ? landTarget(inst, e, i, hand) : pathAt(inst, e, i, x, lift);
304
+ pl.target.copy(p);
305
+ if (inst.phase === 'air') inst.last[i].copy(p);
306
+ mxLeg(P, i, 'reach', 1, w * lg);
307
+ }
308
+ const xp = clamp(x, 0, 1);
309
+ if (inst.phase === 'air') {
310
+ // stretched in flight: nose up off the ground, then down to land on the hands
311
+ mx(P, 'pitch', lerp(0.3, -0.28, smooth(0.1, 0.95, xp)) * o.pitch * (1 - 0.5 * inst.run), w);
312
+ mx(P, 'flex', -0.12 * Math.sin(PI * xp), w);
313
+ b.f.retract = Math.max(b.f.retract, 0.7 * w);
314
+ } else {
315
+ const xl = (t - inst.tLand) / inst.LD;
316
+ // hands, then belly: the chest takes the landing, the rump settles last
317
+ const a = Math.sin(PI * Math.min(1, xl * 1.4)) * (1 - xl) * w;
318
+ // (it settles into the sit before moving on)
319
+ mx(P, 'speedScale', 0, w * (1 - smooth(0.7, 1, xl)));
320
+ mx(P, 'dropF', 0.35, a); mx(P, 'dropH', 0.2, a);
321
+ mx(P, 'pitch', -0.28 * o.pitch * (1 - smooth(0, 0.6, xl)) * (1 - 0.5 * inst.run), w);
322
+ b.f.retract = Math.max(b.f.retract, 0.7 * (1 - smooth(0.3, 0.8, xl)) * w);
323
+ }
324
+ void s;
325
+ },
326
+ };
327
+ function landTarget(inst, e, i, hand) {
328
+ const p = tv().copy(inst.end[i]).sub(inst.Pl).add(e.pos).addScaledVector(inst.F, e.speed * (inst.dt || 1 / 60));
329
+ // (from the height the foot had at touchdown down to the ground, continuously)
330
+ const above = inst.end[i].y - e.terrainH(inst.end[i].x, inst.end[i].z);
331
+ // (toward the sitting placement under the body: the gait's own contact point jumps when a swing it
332
+ // was running lands)
333
+ const q = p.lerp(e.neutralContact(e.legs[i].def, 0, 0, tv(), e.legs[i]), hand);
334
+ q.y = e.terrainH(q.x, q.z) + Math.max(0, above) * (1 - smooth(0, 1, hand));
335
+ // the hind feet are drawn forward just clear of the ground (a step, not a drag)
336
+ if (i >= 2) q.y += Math.sin(PI * hand) * 0.01 * e.cfg.s * (1 - inst.run);
337
+ return q;
338
+ }
339
+ function flightLift(inst, e) {
340
+ if (!e.air.active) return 0;
341
+ const ta = e.air.t + (inst.dt || 1 / 60);
342
+ return Math.max(0, inst.vy * ta - 4.905 * ta * ta);
343
+ }
344
+ function pathAt(inst, e, i, x, lift) {
345
+ const front = i < 2, s = e.cfg.s, Ld = e.legs[i].def;
346
+ const A = inst.A[i], Bq = inst.Bp[i];
347
+ if (inst.run > 0.5) {
348
+ const c = tv().copy(e.legs[i].contact);
349
+ c.y += lift * (front ? 0.9 : 0.75 * smooth(0, 0.3, x));
350
+ const gy = (front ? e.fr.shC.y : e.fr.hipC.y) - (front ? 0.62 : 0.55) * Ld.len;
351
+ c.y = smin(c.y, gy, 0.05 * e.cfg.k);
352
+ return c;
353
+ }
354
+ const xb = clamp(x, 0, 1);
355
+ const Pb = tv().copy(inst.P0).lerp(inst.Pl, xb);
356
+ if (front) {
357
+ // forelimbs: leave with the body, reach forward and down, and meet the ground at the landing spot
358
+ const u = smooth(0.0, 0.92, x);
359
+ const rel = tv().subVectors(A, inst.P0).lerp(tv().subVectors(Bq, inst.Pl), u);
360
+ const p = tv().copy(Pb).add(rel).addScaledVector(inst.F, o.reachF * s * Math.sin(PI * u));
361
+ p.y = lerp(A.y, Bq.y, u) + lift * 0.9 * (1 - smooth(0.7, 1.0, x)) + Math.sin(PI * u) * o.arcF * s;
362
+ return p;
363
+ }
364
+ // hind limbs: planted until the body has left, then trailing fully extended behind the hip in
365
+ // line with the body; they swing forward and fold only in the last part of the flight
366
+ const hip = tv().copy(e.fr.hipC).addScaledVector(inst.Lf, Ld.s * Ld.cx * 0.6);
367
+ const back = tv().copy(inst.F).multiplyScalar(-1);
368
+ const ext = tv().copy(hip).addScaledVector(back, Ld.len * o.ext).addScaledVector(inst.Lf, Ld.s * 0.12 * Ld.len);
369
+ ext.y = hip.y - Ld.len * 0.28;
370
+ const land = tv().copy(Bq); land.y += lift * 0.6 + 0.02 * s;
371
+ const p = tv().copy(A).lerp(ext, smooth(0.0, 0.3, x)).lerp(land, smooth(o.fold, 1.0, x));
372
+ p.y = Math.max(p.y, e.terrainH(p.x, p.z) + 0.004 * s * smooth(0, 0.25, x));
373
+ return p;
374
+ }
375
+ }
376
+
377
+ // ------------------------------------------------------------------------------------------------
378
+ // The tongue strike: the mouth opens, the sticky tongue flips out forward (about its attachment at the
379
+ // front of the lower jaw) and stretches to the prey, and is pulled back in; the frog lunges a little.
380
+ // Returns the strike envelope pieces for apply(): jaw gape, tongue flip and extension.
381
+ function strikeAt(t, t0) {
382
+ const u = t - t0;
383
+ const gape = bell(u, -0.04, 0.02, 0.2, 0.28);
384
+ const flip = bell(u, 0.0, 0.07, 0.13, 0.22);
385
+ const ext = bell(u, 0.03, 0.08, 0.11, 0.2);
386
+ return { gape, flip, ext };
387
+ }
388
+
389
+ const attack = {
390
+ kind: 'oneshot', fade: 0.1, needsStand: true,
391
+ start(inst, L) {
392
+ const e = L.engine;
393
+ inst.dur = 0.9; inst.hit = false; inst.t0 = 0.28;
394
+ inst.target = inst.opts.target ? inst.opts.target.clone() : null;
395
+ inst.run = smooth(0.3, 0.8, e.speed / e.cfg.sq);
396
+ },
397
+ update(inst, dt, L) {
398
+ const e = L.engine;
399
+ if (!inst.hit && inst.t >= inst.t0 + 0.09) {
400
+ inst.hit = true;
401
+ const p = tongueTip(e, new THREE.Vector3());
402
+ const dir = inst.target ? inst.target.clone().sub(e.headPose.position).normalize() : e.forward(e.heading, new THREE.Vector3());
403
+ e.emit('attackHit', { position: p, direction: dir, style: 'tongue' });
404
+ }
405
+ return inst.t >= inst.dur;
406
+ },
407
+ apply(P, w, inst, L) {
408
+ const e = L.engine, cfg = e.cfg, t = inst.t, b = B(e);
409
+ if (inst.target) { P.look = inst.target; mx(P, 'lookW', 1, w); }
410
+ // a short lunge: the forequarters rise and the body pitches toward the prey
411
+ const lunge = bell(t, 0.12, 0.3, 0.42, 0.75) * w * (1 - inst.run);
412
+ mx(P, 'fwd', 0.012 / cfg.unit, lunge); mx(P, 'dropF', -0.25, lunge); mx(P, 'pitch', -0.06, lunge);
413
+ const k = strikeAt(t, inst.t0);
414
+ mx(P, 'jaw', 0.42, k.gape * w); mx(P, 'jawOmega', 45, w);
415
+ b.f.flip = Math.max(b.f.flip, k.flip * w); b.f.tongue = Math.max(b.f.tongue, k.ext * w);
416
+ aimTongue(e, b, inst.target, w);
417
+ b.f.retract = Math.max(b.f.retract, 0.5 * bell(t, 0.2, 0.28, 0.4, 0.55) * w);
418
+ },
419
+ };
420
+
421
+ function aimTongue(e, b, target, w) {
422
+ if (!target || w <= 0) return;
423
+ b.f.aim.copy(target); b.f.aimW = 1;
424
+ }
425
+
426
+ // eat: the frog strikes at prey on the ground just ahead, swallows (eyes pulled in twice, pushing the
427
+ // food down) and pumps its throat
428
+ const eat = {
429
+ kind: 'oneshot', fade: 0.2,
430
+ start(inst) { inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 2.6); inst.fade = 0.3; },
431
+ update(inst) { return inst.t >= inst.dur; },
432
+ apply(P, w, inst, L) {
433
+ const e = L.engine, cfg = e.cfg, b = B(e);
434
+ const t = inst.opts.loop ? inst.t % 2.6 : inst.t;
435
+ const lean = bell(t, 0.05, 0.3, 0.55, 0.9) * w;
436
+ mx(P, 'fwd', 0.01 / cfg.unit, lean); mx(P, 'dropF', 0.3, lean); mx(P, 'headPitch', 0.12, lean);
437
+ const k = strikeAt(t, 0.35);
438
+ mx(P, 'jaw', 0.45, k.gape * w); mx(P, 'jawOmega', 45, w);
439
+ b.f.flip = Math.max(b.f.flip, k.flip * w); b.f.tongue = Math.max(b.f.tongue, 0.7 * k.ext * w);
440
+ // prey on the ground a little ahead of the mouth
441
+ const hf = e.forward(e.heading, tv());
442
+ const pt = tv().copy(e.headPose.position).addScaledVector(hf, 0.1 * cfg.s);
443
+ pt.y = e.terrainH(pt.x, pt.z);
444
+ aimTongue(e, b, pt, 1);
445
+ // swallowing: the eyes sink into the head twice, the throat works
446
+ const gulp = Math.max(bell(t, 0.9, 1.05, 1.25, 1.45), bell(t, 1.6, 1.75, 1.95, 2.15));
447
+ b.f.retract = Math.max(b.f.retract, gulp * w);
448
+ mx(P, 'jaw', 0.05, bell(t, 0.7, 0.8, 2.2, 2.4) * w * 0.5);
449
+ b.f.pump = lerp(1, 1.8, bell(t, 0.8, 1.0, 2.2, 2.5) * w);
450
+ mx(P, 'lookW', 0, w);
451
+ },
452
+ };
453
+
454
+ // croak: the male bullfrog's call, a bout of 3-6 deep notes ("jug-o-rum"): with each note the vocal
455
+ // sac under the throat balloons and the flanks draw in, then it sits a moment with the sac deflating
456
+ const croak = {
457
+ kind: 'oneshot', fade: 0.4,
458
+ start(inst, L) {
459
+ const e = L.engine;
460
+ inst.notes = inst.opts.notes ?? 3 + Math.floor(e.rand() * 4);
461
+ inst.period = 0.95;
462
+ inst.dur = inst.opts.loop ? Infinity : 0.5 + inst.notes * inst.period + 0.6;
463
+ inst.said = -1;
464
+ },
465
+ update(inst, dt, L) {
466
+ const n = Math.floor((inst.t - 0.5) / inst.period);
467
+ if (inst.t > 0.5 && n > inst.said && (inst.opts.loop || n < inst.notes)) { inst.said = n; L.engine.emit('vocalize', { kind: 'croak' }); }
468
+ return inst.t >= inst.dur;
469
+ },
470
+ apply(P, w, inst, L) {
471
+ const e = L.engine, b = B(e), t = inst.t;
472
+ const on = smooth(0.2, 0.5, t) * (inst.opts.loop ? 1 : 1 - smooth(inst.dur - 0.7, inst.dur - 0.2, t));
473
+ const u = ((t - 0.5) % inst.period + inst.period) % inst.period;
474
+ const note = t > 0.5 ? smooth(0.0, 0.18, u) * (1 - smooth(0.55, 0.85, u)) : 0;
475
+ // the sac stays partly filled between notes
476
+ b.f.sac = Math.max(b.f.sac, (0.35 + 0.65 * note) * on * w);
477
+ b.f.pump = 0;
478
+ // sits up a little, head raised; the flanks contract as the air goes into the sac
479
+ mx(P, 'dropF', -0.25, on * w); mx(P, 'headPitch', -0.08, on * w);
480
+ mx(P, 'breathRate', 0.01, on * w); mx(P, 'breathAmp', 3, on * w);
481
+ e.breath = lerp(e.breath, -PI / 2, note * on * w * 0.2);
482
+ mx(P, 'lookW', 0, on * w);
483
+ },
484
+ };
485
+
486
+ // blink on demand (the automatic blinks run in update)
487
+ const blink = {
488
+ kind: 'oneshot', fade: 0.05,
489
+ start(inst) { inst.dur = 0.4; },
490
+ update(inst) { return inst.t >= inst.dur; },
491
+ apply(P, w, inst, L) { B(L.engine).f.retract = Math.max(B(L.engine).f.retract, bell(inst.t, 0, 0.09, 0.16, 0.36)); },
492
+ };
493
+
494
+ // sit (posture): the alert, upright sit: forelegs straight, chest and head high, eyes wide
495
+ const sit = {
496
+ kind: 'posture', fadeIn: 0.6, fadeOut: 0.5,
497
+ apply(P, w, inst, L) {
498
+ const e = L.engine;
499
+ mx(P, 'gaitW', 0, w); mx(P, 'legGait', 0, w);
500
+ mx(P, 'dropF', -0.55, w); mx(P, 'dropH', 0.1, w);
501
+ mx(P, 'headRaise', 0.004 / e.cfg.unit, w); mx(P, 'headPitch', -0.1, w);
502
+ },
503
+ };
504
+
505
+ // lie (posture): the flattened crouch: belly and chin pressed to the ground, legs folded tight
506
+ const lie = {
507
+ kind: 'posture', fadeIn: 0.8, fadeOut: 0.6,
508
+ apply(P, w, inst, L) {
509
+ const e = L.engine;
510
+ mx(P, 'gaitW', 0, w); mx(P, 'legGait', 0, w);
511
+ mx(P, 'dropF', 0.95, w); mx(P, 'dropH', 1.0, w); mx(P, 'groundW', 1, w);
512
+ mx(P, 'headRaise', -0.003 / e.cfg.unit, w); mx(P, 'headPitch', 0.08, w);
513
+ mx(P, 'breathRate', 0.7, w);
514
+ },
515
+ };
516
+
517
+ // sleep (posture): the crouch with the eyes pulled in and closed, slow breathing
518
+ const sleep = {
519
+ kind: 'posture', fadeIn: 1.2, fadeOut: 0.8,
520
+ apply(P, w, inst, L) {
521
+ lie.apply(P, w, inst, L);
522
+ const c = smooth(0.8, 2.2, inst.t) * w;
523
+ mx(P, 'eyelid', 1, c);
524
+ B(L.engine).f.retract = Math.max(B(L.engine).f.retract, 0.6 * c);
525
+ B(L.engine).f.pump = lerp(1, 0.5, c);
526
+ mx(P, 'breathRate', 0.5, c); mx(P, 'lookW', 0, c);
527
+ },
528
+ };
529
+
530
+ // drink (one-shot): frogs do not drink; they sit with the pelvic "seat patch" pressed to wet ground
531
+ const drink = {
532
+ kind: 'oneshot', fade: 0.6,
533
+ start(inst) { inst.dur = inst.opts.loop ? Infinity : (inst.opts.duration ?? 5); },
534
+ update(inst) { return inst.t >= inst.dur; },
535
+ apply(P, w, inst, L) {
536
+ mx(P, 'gaitW', 0, w);
537
+ mx(P, 'dropH', 1, w); mx(P, 'dropF', 0.2, w); mx(P, 'groundW', 1, w);
538
+ mx(P, 'eyelid', 0.3, w);
539
+ B(L.engine).f.pump = lerp(1, 0.6, w);
540
+ },
541
+ };
542
+
543
+ // hit: flinch (the eyes are pulled in, the body ducks), then often hops away
544
+ const hit = {
545
+ ...ONESHOTS.hit,
546
+ kind: 'oneshot',
547
+ start(inst, L) {
548
+ inst.opts = { ...inst.opts, strength: (inst.opts.strength ?? 1) * 0.15 };
549
+ ONESHOTS.hit.start(inst, L);
550
+ if (L.engine.rand() < 0.5) B(L.engine).fleeAfter = 0.9;
551
+ },
552
+ apply(P, w, inst, L) {
553
+ const t = inst.t;
554
+ const k = smooth(0, 0.08, t) * Math.exp(-Math.max(0, t - 0.08) * 5) * w;
555
+ mx(P, 'roll', inst.lx * 0.12, k); mx(P, 'bend', -inst.lx * 0.15, k);
556
+ mx(P, 'dropF', 0.4, k); mx(P, 'dropH', 0.15, k);
557
+ mx(P, 'headPitch', 0.08, k);
558
+ B(L.engine).f.retract = Math.max(B(L.engine).f.retract, k);
559
+ },
560
+ };
561
+
562
+ // death (posture): goes limp: the body sinks flat onto its belly between its sprawled legs, the back
563
+ // straightens, head down, eyes half closed and pulled in, mouth slack
564
+ const death = {
565
+ kind: 'posture', fadeIn: 0.3, fadeOut: 1.6,
566
+ apply(P, w, inst, L) {
567
+ const e = L.engine, t = inst.t, cfg = e.cfg;
568
+ const sink = smooth(0, 0.5, t), spread = smooth(0.3, 1.4, t), cfgS = cfg.s;
569
+ void cfgS;
570
+ mx(P, 'gaitW', 0, w); mx(P, 'legGait', 0, w); mx(P, 'bodyOmega', 1.4, w);
571
+ mx(P, 'dropF', lerp(0.4, 1, sink), w); mx(P, 'dropH', lerp(0.3, 1, sink), w);
572
+ mx(P, 'groundW', 1, w);
573
+ mx(P, 'flex', -0.1 * spread, w); mx(P, 'headPitch', 0.15, w); mx(P, 'headLimp', 0.6, w);
574
+ mx(P, 'jaw', 0.08, sink * w); mx(P, 'eyelid', 0.6, sink * w);
575
+ mx(P, 'breathAmp', 0, w); mx(P, 'breathRate', 0, w); mx(P, 'lookW', 0, w);
576
+ const b = B(e); b.f.pump = 0; b.f.retract = Math.max(b.f.retract, 0.5 * sink * w);
577
+ // (the feet stay where they stood, flat on the ground: the limp body sinks between them, the legs
578
+ // folding out to the sides)
579
+ },
580
+ };
581
+
582
+ export const hooks = {
583
+ pose,
584
+ update,
585
+ actions: {
586
+ hop: leapDef({ height: 0.06, distance: 0.3, crouch: 0.16, push: 0.09, land: 0.34, pitch: 0.7, ext: 0.65, fold: 0.45, reachF: 0.01, arcF: 0.008 }),
587
+ jump: leapDef({ height: 0.22, distance: 1.0, crouch: 0.22, push: 0.12, land: 0.45, pitch: 1.0, ext: 0.55, fold: 0.62, reachF: 0.03, arcF: 0.01 }),
588
+ croak, blink, attack, eat, sit, lie, sleep, drink, hit, death,
589
+ },
590
+ };